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An automation-style mod pack centered around the Create mod.

Description

This is a tiered automation mod pack focused on fully automating basic materials primarily through the Create mod and using those materials for various projects. Projects you may want to embark upon include everything from purely decorative to multi-dimensional cross-mod automation madness to various quality of life creations.

 

Minimum Requirements: 1.5 GB

Recommended: 2.0 GB early game plus a bit more to account for crazy contraptions strewn about the world.

 


 

This mod pack is now in the beta stage, meaning that I will still be adding less content and focusing more on filling in blank space, polishing out the rough spots, and balancing. You will scavenge a bit (mostly for iron), then automate basic materials (iron, gold, diamond, emerald, and more), then unlock The Nether, and enter the mid game. At mid game you will enter the world of Refined Storage and Applied Energistics 2, more efficient methods of making early game materials, new advanced materials, and multidimensional automation, then unlock The End and enter the late game. The late game will have you in the end, acquiring the last materials needed to craft The Ultimate Nugget, utilizing the power of Alchemistry and BPM (Blueprint). Once this is automated, you have beat the mod pack. Until the Guide Book includes the complete "Scavenging" tier information, I will include a rough outline of what to expect when you enter the world for the first time:

  • The "Guide to Create a Place" in your initial inventory now contains some assistance on how to get passed that initial "roaming around" phase. Your initial inventory is absolutely essential to progressing in a reasonable amount of time, though progression is still possible without any of those items. After you have Iron Sheets automated, you should be out of the scavenging phase.
  • Coal, Iron, overworld Gold, Diamond, and Emerald ores don't exist. You will need to automate these (or an alternative) through various means.
  • Hostile mobs and Slimes will not drop anything. This was my solution to the problem of "What if players want mobs?" question. The pack is designed to be completed in Peaceful difficulty, but you may choose whatever difficulty you wish.

 

List of Compatible (but not included) Mods:

 

List of Incompatible Mods:

  • Immersive Engineering - a direct counter to the Create mod this pack is centered on, though I like the idea of oil processing (or fluids in general).

 

As a rule of thumb, mods that bypass content in this pack or present ways of doing something already present in the mod are not included in this pack. While most won't throw errors, they will cause the player experience to be different than is intended.

 

Plans for the future:

  • Finish the Create a Place Guide Book.
  • Add interesting side projects to consider during each tier of progression.
  • Balancing ... oh so much balancing! After nearly all content is added, I want to go through everything to see how "difficult" the recipes should be. At the moment I feel everything passed scavenging may be far too easy for an automation pack.
  • Add difficulty tiers. For now this idea is on the back burner. If there is a convenient way for me to do this, I will do this sooner rather than much later.
  • Include these mods: Actually Additions (depending on how it implement itself into 1.16), Ender IO (debating - may be a branch off the mid-game).